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<blockquote data-quote="Dannyalcatraz" data-source="post: 6072429" data-attributes="member: 19675"><p>You want oddball?</p><p></p><p>Here's fun with Sorcerers: take at least one level of Sorc and one of the Heritage feat trees that lets you channel <strong>ANY</strong> Arcane spell energy into non-spell SU attacks- Celestial, Draconic or Infernal*.</p><p></p><p>Take spells that have no somatic components- most will not be useful in combat, but this will not matter- and wear heavy armor. Pick a good weapon while you're at it. Toad Familiar works like Toughness. Anytime you want to attack magically, your Draconic breath weapon, infernal sorcerer shout or Celestial lance will be just fine.</p><p></p><p>Now, since Arcane spells over 3rd will be problematic, just keep multiclassing into other arcane casting classes when you start hitting that ceiling. Best to look for those with spell progressions similar to the Sorcerer, like WarMage and Beguiler**. Don't forget the Focused Specialist Mage (probably a Diviner, since you'll find some spells without somatic components and you'll have fewer banned spells).</p><p></p><p>Basically, you'll be able to stay safely protected by armor while slinging AoE damage kind of like an Evoker <em>every round</em>. Sure, it will all be the same kind of damage, but who cares?</p><p></p><p>Add Arcane Strike to the mix if you want to channel the energy into your melee attacks.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* Celestial does 1d8 per spell level, and only affects evil creatures. Infernal uses sonic energy in a cone, so few foes can resist it. Draconic gives the most options in AoE and damage type- I prefer lightning since its linear, and thus, easier to use in close quarters.</p><p></p><p>** Note: many of those bring armored spellcasting AND a good weapon or two to the party. You still won't be able to cast your SORC spells in armor, but you'll have something you can do.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6072429, member: 19675"] You want oddball? Here's fun with Sorcerers: take at least one level of Sorc and one of the Heritage feat trees that lets you channel [B]ANY[/B] Arcane spell energy into non-spell SU attacks- Celestial, Draconic or Infernal*. Take spells that have no somatic components- most will not be useful in combat, but this will not matter- and wear heavy armor. Pick a good weapon while you're at it. Toad Familiar works like Toughness. Anytime you want to attack magically, your Draconic breath weapon, infernal sorcerer shout or Celestial lance will be just fine. Now, since Arcane spells over 3rd will be problematic, just keep multiclassing into other arcane casting classes when you start hitting that ceiling. Best to look for those with spell progressions similar to the Sorcerer, like WarMage and Beguiler**. Don't forget the Focused Specialist Mage (probably a Diviner, since you'll find some spells without somatic components and you'll have fewer banned spells). Basically, you'll be able to stay safely protected by armor while slinging AoE damage kind of like an Evoker [I]every round[/I]. Sure, it will all be the same kind of damage, but who cares? Add Arcane Strike to the mix if you want to channel the energy into your melee attacks. * Celestial does 1d8 per spell level, and only affects evil creatures. Infernal uses sonic energy in a cone, so few foes can resist it. Draconic gives the most options in AoE and damage type- I prefer lightning since its linear, and thus, easier to use in close quarters. ** Note: many of those bring armored spellcasting AND a good weapon or two to the party. You still won't be able to cast your SORC spells in armor, but you'll have something you can do. [/QUOTE]
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